A mod made by a few people who have been playing Victoria 2 for almost 10 years. Download it if you're tired of iron shortages in the 1870s, of incompetent ai's which constantly rebel spiral, of France being absolutely useless as a nation, of railroading, of bloat, of countries never increasing their starting literacy, of the game running extremely slowly and of Russia never modernizing. DO NOT DOWNLOAD IF: You like blobbing mindlessly, you like railroading, you like microstates, you like dozens of unique cultures in Africa, you like a braindead AI, you like reforming into a social-democracy. Credits to: Blood & Iron, PDM, Manifest Destiny submod and Sucession submod.

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We were tired of the Victoria 2 AI being irredeemably useless, so we fixed it.

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The biggest fault of every Victoria 2 single player campaign has always been the irredeemably stupid AI. We've taken this as the main objective of our modification: delivering an AI that builds a large army, does not neglect their navy, and eventually raises their literacy to very high levels.

Despite the constraints of not letting the AI cheat more than it already did, of the hardcoded parts and of still maintaining relatively historically accurate results (for example, not letting the AI research the education techs too fast to prevent 40% literacy Russia in 1890), the results are surprisingly good.

(Right click the images and open in a new tab to visualize, or just click them and then return to the page afterwards)

turks 1

Here are the AI Turks in a 1864 game. France intervened in the Oriental Crisis and stopped them from retaking anything from Egypt. However, the AI till managed to raise a decent army, a very large albeit outdated fleet (consisting of almost 150 ships) and even industrialized a bit.

french

Here is an AI France in a game where the SGF is a player. As you can see, their standing army is very large, and they are raising their literacy at a decent rate. By 1890, France normally has around 90% literacy in almost every game.

spain

The Spanish AI in 1912. As you can see, they have a large army, a large navy, managed to industrialize a bit, raised their literacy to 50% and are now a decent SP. They do not rebel spiral as is often seen in other mods. Sadly, they've elected a Laissez Faire conservative party which has limited their economy quite a bit.

france2

The French AI in 1912. As you can see, the AI has a scary army that is also up to date on tech.

Other than the AI changes, we've also added a good amount of flavour for many areas of the game on top of the very large amount of flavour that Blood & Iron (the mod we based Crimeamod upon) already had, reworked reforms, added new CB's (such as install monarchy), made bourgeois dictatorship actually viable, state reworks in a lot of places, and also streamlined a lot of things.

The final objective of our mod is to provide the best possible Single Player experience while avoiding any railroading.

Thank you for reading.

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whovandalthedam
whovandalthedam - - 20 comments

can you make the new ai a stand-alone mod

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AlexGrandi Author
AlexGrandi - - 176 comments

It wouldn't work as well with other mods, everything is tailor made to fit B&I balance and economy

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Guest
Guest - - 690,598 comments

Could you explain what you changed to make the AI build more ships?

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AlexGrandi Author
AlexGrandi - - 176 comments

It's more of a indirect result of the AI doing better economically and technologically. countries have an easier time researching naval techs and have more surplus money and thus can build bigger navies sooner, although some hardcoded issues are still present, for example, the ai instantly deleting all their outdated ships the moment they research a new tech

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Guest
Guest - - 690,598 comments

@AlexGrandi : Hmm i think i see the problem in my game...despite having extremely good economies and loads of money, the AI is very reluctant to put their "construction spending" and other spending sliders to full and they are unable to purchase enough artillery, canned goods, etc to build navies. The army units they are building take priority.

Do you happen to know if those sliders are moddable? To make the AI spend more on them that is?

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AlexGrandi Author
AlexGrandi - - 176 comments

In that case you can raise the minimum construction spending in the defines, it should help slightly.
TRADE_CAP_LOW_LIMIT_CONSTRUCTIONS is the name
It'll only really have a big impact if the country was recently disarmed though, because the AI has this stupid hardcoded issue where they queue 12 ships to build in the same port even if they have dozens of them
Some mods like HFM and TGC try fixing this by giving the AI a bunch of cheats, like spawning free ships out of thin air via decisions, free technologies the AI can get via decision costing 0 research points, things like that. There is none of that in Crimeamod, because i think it is a dumb way to fix the game.
For example the french ai in those two mentioned mods gets this decision that spawns them 10 transports and lowers their infamy by -15. Japan also has one that spawns them a bunch of ironclads, steam transports and also gives them free naval techs, etc. Russia has one that gives them free naval techs, one that gives them free military techs, and one that gives them free industrial techs.

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Guest
Guest - - 690,598 comments

Thanks, that seems to have improved things a lot. Im looking at Russia in my game and they are at 344/1524 brigades and over 1100 brigades queued. Only 1 naval ship is queued though.

Just to confirm, theres no modifier you can use to alter the min/max spending sliders? I know there's stuff like min_tax and max_tax, but i can't find anything for the spending sliders.

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AlexGrandi Author
AlexGrandi - - 176 comments

Not that i know of. And AI Russia really hates building ships if they have no overseas provinces, i think the AI simply does not think they need any. You could try changeownering them an almost empty island somewhere and see if that changes anything.

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Guest
Guest - - 690,598 comments

With the fix, Russia has built 111 ships in the late game. Takes them a long time to build to their brigade cap though.

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AlexGrandi Author
AlexGrandi - - 176 comments

Nice. Do they have any overseas provinces?

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Guest
Guest - - 690,598 comments

Have you had any success fixing how clergy/soldiers can never afford all their needs?

The main issue seems to be that they are supposed to get income for luxury needs from "reforms" but it does not apepar to work. Deleting the entry from the file doesnt affect their income at all and they arent affected by min wage.

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AlexGrandi Author
AlexGrandi - - 176 comments

I.imgur.com
They get quite a few of their needs fulfilled, more so later into the game when luxuries become cheaper. The only social reform that would assist them is pensions, and with full pensions i imagine you could get them to 100% life and everyday needs. It's on purpose that they basically can never get that many luxury needs, after all neither soldier nor 'intellectual' are that profitable as professions. Meanwhile, officers and bureaucrats, profitable jobs, can quite easily get 100% luxuries with low taxes, and easily get all everyday needs fulfilled even with high taxes, as long as your military/admin spending is high.
If you want your pops to get their needs more easily fulfilled even if their job isn't that good i recommend reducing plurality, since 100% plurality means they need 100% more goods.
Don't mind the ideologies btw, that's what happens when you spam elections... The militancy and rebellions are worth it

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Guest
Guest - - 690,598 comments

Reducing plurality is a bad idea since that affects your research.

I tested it with 1000% pensions and soldiers still could not afford all their luxury needs. They only managed to get to about 60%.

The only way i managed to do it was to do :

luxury_needs_income = {
type = military #reforms
weight = 1
}

This will let them get most of their luxury needs fulfilled but this has the downside of making the slider cost a lot more which is problematic in the early game. Some AI nations like Qing cant seem to handle it either.

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AlexGrandi Author
AlexGrandi - - 176 comments

Yes but reducing plurality also makes your pops want less reforms. I think soldiers just aren't meant to get all luxury needs fulfilled, partly because it'd be too expensive for nation's budgets and partly because soldiers just didn't get paid that well historically (or in current times)

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Guest
Guest - - 690,598 comments

Is it possible to integrate a more advanced system of genocide like HPM has? In HPM, you can select which ethnic/religious groups to remove, and the process is incremental. In this mod, it seems like it just removes unaccepted pops all at once. Although that does have the benefit of not event spamming you like HPM does if you have a fair many states.

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AlexGrandi Author
AlexGrandi - - 176 comments

Such a thing is very hard to balance, which is why genocide in HPM barely works while also giving you 25 infamy. I might try doing it eventually but it probably won't be soon, since i'd have to make it from scratch

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Guest
Guest - - 690,598 comments

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